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Combos kof 2002 tutorial
Combos kof 2002 tutorial




combos kof 2002 tutorial
  1. #Combos kof 2002 tutorial Patch
  2. #Combos kof 2002 tutorial full

Within that context, it could also function as a great pressure tool within those match ups. It whiffs upon most crouching characters but actually touches larger characters such as Daimon and Chang upon crouch. Has decent range for a standing light attack to stop opponents from hopping at Kyo. It combos into the same Special Moves as Close C but keep in mind that there is a tad more push back upon hit with Close D and could push the opponent out too far for a knockdown hit. How this makes this move useful is as a frame trapping tool due to the slower start up speed. In terms of application, this kick is like a slower Close C with less vertical range. Compared to the "original" Kyo, this move has a smaller activation range so Crouch A/B doesn't link into Close C.Ĭl.D – Weird, stanky looking kick. It's common to see Kyo players running forward with confidence and pressing Close C to continue momentum or anti-air upon reaction against a misplaced hop or jump. Opponents that get antsy and try to hop out from a throw situation would be caught by the Close C instead. It functions as a great anti-air and as a pressure tool. This is one of Kyo's strongest tools in his move set.

combos kof 2002 tutorial

Close B is also cancelable.Ĭl.C – Lightning fast uppercut. A classic attack string is starting with Close B > Crouching B > Close C. Close B can chain into other light normals and vice versa. This attack hits low and is an alternative to using Crouching B.

combos kof 2002 tutorial

Close A is also cancelable.Ĭl.B – Fast kick to the shins. Close A could hit most characters upon their crouch but has a tendency to whiff upon smaller crouching characters such as Bao and Choi.

combos kof 2002 tutorial

Upon hit from point blank, Kyo could link a Close C from Close A. It's one way of establishing pressure from close up without much committal. He still makes for a solid filler on any team.Ĭl.A – Quick jab with the elbow.

#Combos kof 2002 tutorial Patch

It doesn't patch his defensive weakness by any means, but it means he makes a better middle or even point character than he was before.

#Combos kof 2002 tutorial full

As a good middle ground between Kyo and Iori, he is a great character for a beginner, but will prove difficult to use to his full potential due to the complexity of his max mode usage.įor the veterans, Kusanagi's cross-up/corner damage is still as ridiculous as it was in vanilla 2002, but the new DM in 02 UM gives him more flexibility with his meter and improves his 1-bar conversions off of lights. He can be played in a number of ways, but due to his glaring weakness against short hops, you'll see Kusanagi players more often play aggressive and look to convert his air d+C into big damage rather than try to zone, reserving his fireball just for pressure. The big thing this version of Kyo gained in 2002 is the addition of a bizarre counter move, giving him a new way to score a knockdown on defense without resorting to his much-less-safe DP. Kusanagi has, for the most part, the same moveset as '95 Kyo this means he's a well-rounded character with a variety of combo tools, great normals and a couple of strong reversals, essentially giving him all the tools he needs to win. Hallelujah brother, you've just found one of the easiest characters in the game.






Combos kof 2002 tutorial